Alien project.

Hey all! I thought I would make a WIP thread of my most recent doodle. Sculpted in Blender, retopo in blender, UVs in blender, texturing in mudbox, and shading in cycles. I will next work on eyes, and then create the scene around it. I wanted to sculpt something other then a human head, so I decided to do an alien. Working on the shader now. Any suggestions and crit are welcome. thanks

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brektzar wrote:I would add some variation in the geometry between left and right sides of the head, it kinda looks exactly the same on both sides, imperfection is perfection in these cases

Also, you could have another texture over the veins\scars on it, i think it would add a lot of detail as long as its not overdone.

But, its looking really cool I also made a few aliens Theyre fun to make, no worries about anything, an alien can look like a soda can with antlers if it feels like it

I totally agree with you about the other texture, but it's kind of hard to do, because mudbox isn't exactly like Zbrush, where you can go up to any level of multires, and when you paint on that high level, it won't even lag a bit! but if you have a really high res mesh in mudbox, and try to paint over it, it will be a bit laggy. But I could always try it, It will take longer, but it will look better And yeah, I will change the thing about the eyes Maybe not so much, because I want him to be kind of symmetrical on both sides, but I think it looks too much like he has a mirror on I am also going to do the lattice trick, and get a better pose for the bust, that will make it look a little more natural. Thanks so much for you're feedback, I should have a turntable and an updated image by tomorrow! Thanks for you're input

I would probably use Blender to bake the AO\normals to a map, put that map in gimp and do it that way, you can also use the AO\normal map for other stuff to make it even more awesome.

Blender has all the tools you need, mudbox and zbrush are not needed Difference between mudbox and zbrush, if i remember correctly, zbrush uses voxels when sculpting, which is why its lag free where mudbox uses traditional geometry. Mudbox is good for alot of stuff but zbrush is better and faster imo.

brektzar wrote:I would probably use Blender to bake the AO\normals to a map, put that map in gimp and do it that way, you can also use the AO\normal map for other stuff to make it even more awesome.

Blender has all the tools you need, mudbox and zbrush are not needed Difference between mudbox and zbrush, if i remember correctly, zbrush uses voxels when sculpting, which is why its lag free where mudbox uses traditional geometry. Mudbox is good for alot of stuff but zbrush is better and faster imo.

Sure, sounds good! And mudbox is way better then blender only for it's texture painting, and Zbrush is amazing because you can make highly detailed models. It would be great if blender used Voxels too.. Would they ever do that I wonder?